Published
Edited
Mar 29, 2020
1 star
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{
let height = 600;
let canvas = DOM.canvas(width, height);
var Engine = Matter.Engine,
Body = Matter.Body,
Events = Matter.Events,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;

// create engine
var engine = Engine.create(),
world = engine.world;

// create renderer
var render = Render.create({
element: canvas,
engine: engine,
options: {
width: 800,
height: 600,
showAngleIndicator: true,
showCollisions: true
}
});

Render.run(render);

// create runner
var runner = Runner.create();
Runner.run(runner, engine);

// add bodies
World.add(world, [
// walls
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
Bodies.rectangle(0, 300, 50, 600, { isStatic: true }),
]);

var scale = 0.9;
World.add(world, Composites.car(150, 100, 150 * scale, 30 * scale, 30 * scale));

scale = 0.8;
World.add(world, Composites.car(350, 300, 150 * scale, 30 * scale, 30 * scale));

World.add(world, [
Bodies.rectangle(200, 150, 400, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06 }),
Bodies.rectangle(300, 560, 600, 20, { isStatic: true, angle: Math.PI * 0.04 })
]);

// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.2,
render: {
visible: false
}
}
});

World.add(world, mouseConstraint);

// keep the mouse in sync with rendering
render.mouse = mouse;

// fit the render viewport to the scene
Render.lookAt(render, {
min: { x: 0, y: 0 },
max: { x: 800, y: 600 }
});
return html`${render.canvas}`;
}
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